A Friday Rant on NHL Video Games
Now you might be asking yourself what the hell video games have to do with stats analysis, but the connections are not as convoluted as you might think. NHL video games, particularly the EA versions, have had a profound effect on a generation of young hockey fans, beginning with the blockbuster NHL '94 and making major advancements in technology/format in the '99, '01, '04, and '08. While boxcar stats had always spoken to previous generations of young hockey followers, attribute ratings have brought a new element of understanding the game to recent generations, and have likely fostered a desire for concise explanations and expressions of player values and talent. At the same time, they might also be perpetuating some of the same things we've been resisting in the stats community.
This is really only the tip of the iceberg...
Possibly the biggest change for me was the introduction of a pseudo-franchise mode in '99, where at the end of a season you had the option of moving to the next season. This was replicated from that year onward, most memorably for me in NHL 2000 for PC (though I'd been playing since NHL '96), a game which took up countless hours of my youth, vitality, and promise. Little did you know, but I could've cured cancer and water-borne illnesses had I not made that choice. We'll get 'em next time.
The excellence of NHL 2000 was that a number of players emerged from nowhere to become NHL greats, players you had pegged for greatness were simply mediocre or regressed, players 25 and over only rarely got any better than their beginning rating and production, and there was very little difference between performance among goaltenders. In other words, it was actually incredibly reflective of the real NHL. There was even an option to "fantasy draft" (essentially, a clean slate to build your team and league), or "expansion draft", where each team protected all but a handful of players whom you could select for the brand-new Atlanta Thrashers (and like a real expansion draft, there weren't elite players available). In other words, it was a playground for those video game players that enjoyed franchise modes where you simply try your hand at building a team in a variety of ways.
The game wasn't without its eccentricities. There were a few players who inexplicably dominated in any scenario, including Christian Dube, Ville Peltonen, Fredrik Lindquist, Patrice Lefebvre, and Rico Fata (maybe Fata not so inexplicably, as he was 20 at the time). Yeah, I know. Christian Dube. Players retired at odd times, and at the peak of their careers, with frustrating regularity; and unlike Brett Favre, you couldn't bring them back by sending the coach's favourite players to coo and whisper sweet-nothings into their ears. Future entry drafts included players that actually had the names and pictures of some of the creators of NHL 2000, with their exact age and birthplace, and inflated attributes that mucked with the results of simulated seasons. Trading was also way too easy, as you could essentially get a trade to pass as long as the person you were trading had a close overall rating to the player you were trading for, regardless of age. There was no salary cap, but there also wasn't a salary cap at the time. In general, you could try to exploit these loopholes, and have fun doing it anyway, but there was also the opportunity to get a good idea of player development and decline, and experience some of the hits and misses of player acquisitions and drafting. It was as enjoyable for me simulating all the games as it was playing them because of this.
The player development/decline was what really pulled me in, as from one year to the next a player could jump from a pretty average 70 overall rating to an 80 in a year, and to an 89 in two seasons. Yet it didn't necessarily always go that smoothly; you also saw players simply peak at 80, or dip back down to 75, only to rise up to an 82 the next season. More importantly, all of the players began to see some decline after the age 30, which occasionally involved as drastic a drop as you saw in the increases. At times, what brought about the change was random, but half the time it was because of performance. There were also a large number that simply didn't make it, and since there was no AHL in the game, they simply stewed on the free agent wire at overall ratings of 50 until they retired. In other words, and once again, very reflective of the NHL.
This style of game brought me to examine what made the players good in simulation, and likewise made me think about what made players good on the ice. Speed was definitely a virtue in NHL 2000, but what really made the difference was shots. If your team could generate a large volume of shots, you had a greater chance at winning the game (that unusual list of players above was actually a list of guys who generated a lot of shots). So when I first began reading Gabe's work at BTN, I already had that understanding of hockey. Right or wrong, video games placed in me (and places in others) a sort of "elementary" understanding of the game, something that I would bring with me to the new things I was learning at BTN.
Since then, the kinds of drastic and dynamic attribute changes in video games have altered, to the point that I've pretty much quit on video games like the NHL series because it has essentially snuffed out what made GM'ing so much fun. Nowadays (hold on, I forgot to take my Centrum Silver...okay...here we go)...nowadays, player attributes move nowhere; even the most promising players can have two seasons of incredible hockey and only bump from a 78 to an 80 overall rating. I'd feel pretty bad for the person who plays all those games for that kind of outcome. No player in the game makes a 10 point or 15 point jump, nor does any player make that level of a decline, either. On the other hand, and ironically, should a player have an excellent season in real life, the change in that player's attribute level from one year's version of the video game to the following might very well feature a 10 to 15 point jump. Furthermore, you have newer features like "attribute boosts" when players win fights, and a particular attribute called "poise." A quick explanation: while players have an overall rating (0-100), within that rating are ratings (0-100) of things like "speed", "acceleration", and "checking", among other attributes, that are supposed to add some individuality to player talent and combine to make up the overall rating. "Poise" was one of the more recent additions, and it's as arbitrary and ridiculous as it sounds. Yet if you have a player cranked up in all the other attributes but low on poise, their overall rating suffers badly (we're talking going from elite-NHL to third-line-AHL). "Toughness" is in there, too, and though initially I thought it referred to the ability to avoid injury, it turns out the highest-rated players in toughness are players who fight (which made me wonder why there's also a rating for "aggressiveness"). To be fair, toughness and aggressiveness were in NHL 2000, but in all the games from 2000 to present those ratings meant very little, certainly not on the level that poise means to a player's overall rating.
The point is that what was there before, for me, was a game that genuinely made me think differently about hockey, and it unconsciously made me aware of the occasional fluctuations of player (and team) performances. There are fewer such fluctuations in today's games; "good" teams attribute-wise play well, "bad" teams attribute-wise play poorly, and that's that. And they won't get substantially better or worse through drafting or trading for prospect-like players; you just have to trade for established talent, which is simply unrealistic and unreflective of today's NHL. I've seen this happen in some of the games for NFL and FIFA as well, and have even heard that attribute boosts are being sold separately, so your team can get better if you pay above and beyond what you've already thrown down for the game. So not only has the development curve for athletes moved away from the game, but it seems like the games themselves are becoming almost exploitative.
You can ignore it, and say this doesn't matter, but in a time where new generations are growing up more "plugged in" than we ever dreamed, you have to admit that video mediums (including television, NHL.com, YouTube, movies, and video games) are shaping the way the younger NHL fans understand the game. In the meantime, if I do play a video game I play college football, because they have to get better in 4 years otherwise they aren't going to get drafted (or I give their spot to Rudy Ruettiger). In that case, the video game gods decided this one time the players could improve the way they had in the past. I've sunken low, people.
Oh, and by the way, Lee Corso and Kirk Herbstreit need to cool the F down when I call for the onside kick. I know what I'm doing.
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I am 100% with you on this, thought for me it’s the Madden series. I only played Franchise mode, often JUST drafting/signing players, simming the seasons and seeing what happens. I loved seeing what players became stars, who developed, ‘scouting’ the draft picks, etc. In the last PC version of Madden, the draft process sucked, and like you said, it seems harder to actually see progress on a guy.
Madden was even better to me, because the training mode gave you the chance to put those improvements where you wanted them (and the fact that you earned them). But I agree, I bailed on Madden about 3 years ago because the hell if I’m paying 50-60 bucks to waste hours of game-time on a bunch of players that hardly get any better. If I wanted that, I might as well get NFL Head Coach 09 for 8 bucks.
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by Bettman's Nightmare on Jan 14, 2011 10:26 AM EST up reply actions
As a fellow sports video gamer – I loved this post.
I spend way too many hours playing Madden, FIFA and NHL each year. Madden has fallen off the map for me because apparently everybody is an all-star and worth an 80+ rating. NHL and FIFA have done a slightly better job, but I kind of miss the random spurts of growth like you mentioned.
The other thing I would mention though, is by playing GM mode and searching for bargain trades, etc – it becomes a lot easier to learn which players are on which rosters, who has ridiculously huge contracts, how hard it is to acquire players when you have no cap space, etc. So while there are some things it doesn’t teach like it used to, the salary cap system is probably much better understood.
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You’re definitely right about the salary cap work; they brought that in and did a good job to reflect the new difficulties of GM’ing in the cap era.
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by Bettman's Nightmare on Jan 14, 2011 10:16 AM EST up reply actions
I have a hard time with those games. I would play as Team Canada on the “beginner” level and lose 2-1 to the Florida Panthers.
I always found it odd that every player was basically between 65 and 100. Why use a 1-100 scale and only use the top third? Were they planning to add guys from my beer league at some point, and needed the room to distinguish guys that can’t skate backwards and stop both ways from Jody Shelley (assuming he CAN do those things)?
The funny thing is that back in NHL 94 they didn’t hesitate to slap a 2 overall rating on players, but they moved away from it. I remember a soccer game I played a couple of years ago where I had a player with 0 strength, which made me wonder how he got out of the bed in the morning.
My hunch is they want to make sure games have a chance to do something with every player, and theoretically you shouldn’t be able to do anything with a 1 player on a scale from 1 to 100. Regardless of the realities of Jody Shelley’s ineptitude (don’t get me started on the days when Chris Dingman was employed).
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by Bettman's Nightmare on Jan 14, 2011 10:20 AM EST up reply actions
i dunno if they still have it, but NHL 98 (i believe) had a hilarious array of international sides available for play.
by Passive Voice on Jan 14, 2011 12:21 PM EST up reply actions
Totally did that. NHL 2000 had Italy, Japan, France, and Kazakhstan, and I kid you not almost all the Kazakh players were at least 30 years old and had moustaches.
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by Bettman's Nightmare on Jan 14, 2011 12:50 PM EST up reply actions
I always found it odd that every player was basically between 65 and 100. Why use a 1-100 scale and only use the top third?
To totally throw off those trying to find below average goaltending.
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by George E. Ays on Jan 14, 2011 1:33 PM EST up reply actions
It’s a more realistic interpretation of their abilities than using a scale of 1-10 or something. It also allows for greater variability and specificity within each skill.
by SmellOfVictory on Jan 16, 2011 5:42 PM EST up reply actions
They also completely overrate goons, just so I guess you keep them in your lineup. Laraque is like an 81 or something overall. Which is only 3 less than Shea Weber’s rating.
I’m playing as Nashville on All-Star mode and suck completely. My goalies can’t stop a freaking puck. It’s impossible for them to maintain a SV% above .900. I guess I know what it must feel like to be Brian Burke.
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Don’t get me started on the goons; they’ve been overrating those guys for years. Every goon on those games has a 70+ speed/acceleration rating, 80+ checking, and the requisite high aggressiveness/toughness ratings, but are complete crap in shooting accuracy and everything that matters. Yet throw in “poise” and you have a 75 overall floor for those guys. Ridiculous.
And the goalies are definitely worse. They run out of the net to chase every puck going around the boards, miss it more often than not, abandon the near post when no goaltender would, give up goals under their armpit with regularity, poke check the puck into their own net, and yet for all their aggressiveness they’ll let passes go directly under their nose. Not to mention they freak out on passes from one side to the other, to the point where the forward just has to wait a second before shooting to allow the goalie to slide completely out of the goal. For as much realism as they think they’re adding, they haven’t come close to figuring out how to make it actually function correctly. What I want to know is a.) how goalies get hurt, b/c apparently it happens, b.) why they didn’t adopt hitting the goalie from the 2K games, and c.) why they don’t lock a goalie’s movements within the crease when they drop down. Goalies simply should not be sliding into the corner of the rink when they cut across the goal mouth.
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by Bettman's Nightmare on Jan 14, 2011 12:19 PM EST up reply actions
Playing the NHL games for the PC (09 is the last one available) and using the excellent editors, mods, and tweaks that are readily available allows you to transform the game in many of the ways you find lacking. Whatever you sacrifice in video game qualities (vs console), you gain in an overall realism that can be amazing if you put enough time and thought into it. So to your point about “future generations”, its the boundaries and barriers of the console vs the relatively open framework of the pc that’s at fault. Kind of like automobiles: older cars were easy to tinker with, modify and learn from, newer cars, which depend so much on electronics, not so user friendly.
by Big Picture Guy on Jan 14, 2011 11:38 AM EST reply actions
I haven’t seen a mod yet to improve player progression to the levels that were there before; even the players with “A” potential across the board progress at a snail’s pace. You find anything for that? I’m familiar with customized rosters, attributes, and gameplay, but I still haven’t found anything to tweak the player progression…
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by Bettman's Nightmare on Jan 14, 2011 12:06 PM EST up reply actions
Off the top of my head, no, but this http://www.thebreakaway.net/forums/downloads.php?do=file&id=3199 “Detailed Stats-to-Skater Ratings v0.2.5 beta” might be worth a look. I have no idea if it works but if you read his comments and the thread discussion, he seems to have put some thought into it.
by Big Picture Guy on Jan 14, 2011 12:37 PM EST up reply actions
Thanks!
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by Bettman's Nightmare on Jan 14, 2011 12:50 PM EST up reply actions
I swear it this Blades of Steel on the C64. You could carry the puck down the wing and skate a bit past the goalie and you score every time. I’d start with an expansion team and build a cup winner in no time. A very beatable game, I believe.
NHL 96 had this quirk where you could shoot the puck directly forward with your goaltender, and with a little bit of lift. It made it too easy to score when the opposing team pulled their goalie; I had 13 goals in one year for Hasek.
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by Bettman's Nightmare on Jan 14, 2011 12:51 PM EST up reply actions
I highly recommend Eastside Hockey Manager '07
Sadly discontinued, but if you want a general manager’s simulator for hockey, this has a lot to offer – NHL, AHL, ECHL, international competition, Elitserien, foreign leagues, major juniors, minor juniors… you can jump directly to a big-time job or sweat it out by taking over the Idaho Steelheads or what-have-you. There’s a cap (albeit one that is fixed at the original $40 mil), the major features of the CBA are all operative.
A lot of what you were talking about in NHL 2000 (and I found the same in NHL ‘04) holds here – can’t miss prospects that miss, guys who stall out only to take off again in a different organization, guys who become superstars, guys who drop off cliffs…. and the fun of dealing with the occasional malcontent who demands a trade because the media’s on his case and you’ve cut his minutes.
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Loved this game. Really needs to be modernized because I think there’s a growing market for it today, like with Football Manager and Out of the Park Baseball.
Will look into…thanks!
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by Bettman's Nightmare on Jan 14, 2011 9:00 PM EST up reply actions
Can I flog this thing too? Eastside Hockey Manager addresses all the things you listed as well as being several times more in-depth than EA games. If you want roster updates, cap updates etc. you can find them here: http://www.ehmtheblueline.com/forums/portal.php
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by betterforsome on Jan 15, 2011 8:32 AM EST up reply actions
The excellence of NHL 2000 was that it had Chris Pronger on the front. Boooyah.
I love the Be A GM mode in 2011, and I only play that now because for me the game play has become even more repetitive. Nearly all players are now between 80-84, and that’s really frustrating when Daniel Carcillo is nearly as good as Claude Giroux. Penalty drawing abilities don’t make a difference in video games.
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I played the EA NHL series bi-annually up until I decided to get NHL 2005, at which point I swore them off; way too much hitting and being able to crush guys with open-ice hits as Martin St. Louis was just too much for me and the sliders barely made a difference.
I had two other problems with the series at that point, a lot of which was because I had been spoiled by the freeware Eastside Hockey Manager. For one thing, drafting/scouting/development/player generation was dismal and made playing more than one season uninteresting for me.
Then of course, there were the player ratings; completely non-nonsensical. Not only did you have the 65-90 scale but I couldn’t shake the feeling that at the time the methodology for rating players was all wrong. Rather than rating players based upon real life attributes, it seemed that they came up with an overall rating for the player and then filled their other attributes to meet that. Players were not like they were in real life.
Luckily NHL:EHM came out and NHL:EHM 07 was a revelation for me. It has it’s problems; running-n-gunning is the best strategy (especially only playing 3 lines), teams give up their draft picks too easily, you can break the match engine on the PP (I had Martin Lapointe score 50 from my 4th line one season), and the salaries inflate a bit while the cap doesn’t go up. It was a terrific game though, a shame it didn’t sell though and SI stopped making it.
On the subject of exploits in old games, NHL Stanley Cup for the SNES had a bug where you could press the “dump” button at the blue-line when skating at the goalie and it would go over them, under the net and in. Easy goals 1-second after the faceoff. I also had a goalie score on another goalie by having an errant pass bank off the boards and go through the Vancouver goalie. good times all around.
I’ve heard a lot of good things about EHM, I’m going to have to look into getting a copy. I was satisfying my baseball jones with Sports Mogul for awhile, so EHM’s right up my alley. That being said, it’s a shame you can’t have the best of both worlds (good sim and gameplay).
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by Bettman's Nightmare on Jan 14, 2011 8:59 PM EST up reply actions
great post
yep, the player progression. a buddy was asking me why i’m not playing NHL 11, and i couldn’t really answer. this article just reminded me, i played NHL 10 all the way thru a season, expecting to be rewarded for my ruthless trading and drafting skillz. nope. nothing changed, i don’t think it even allowed me play the same unbeatable thrashers team again.
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In the PC version of NHL 09, players not only tend not to decline as they age but also will play indefinitely as long as their team kept winning the Stanley Cup — only losers retire. You can start in year one with a bunch of 35-year-olds — all of whom will likely have higher overall ratings than warranted by their current real-life play — and in the tenth year of your dynasty, you’ll have a roster full of eternally youthful 45-year-olds. And few of your young prospects will have developed enough to compete for their roster spots anyway.
My brother did this with Chelios. Guy went to 50 and my brother just gave up.
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by Bettman's Nightmare on Jan 14, 2011 9:05 PM EST up reply actions
I still have a completely irrational love for Jeff Tambellini, Niko Dimotrakos, and Alyn McCauley because of the NHL games. In Madden, Bethel Johnson, Patriots draft failure, is always my #1 receiver. I wish he would’ve made it in the NFL.
The progression issues is why I’ve always loved Madden – to me, it peaked with Madden 05 when they added in-season progressions, along with the previous year’s training camps, but before they added the stupidass “QB Vision” business. The NHL games have always disappointed me in that regard.
I’ll definitely be checking out EHM.
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Most of the names I recognize from the ‘07-’09 drafts were because I recognized them from Eastside Hockey. Now, not all of their ratings turn out accurately, since the developers were trying to project them when they were 15 – but that’s part of the overall accuracy of the game. Of the hundred “5-star” prospects your scouts may identify as bantams, maybe fifteen or twenty of them will still be 5 stars when they hit draft age. Maybe a few unknowns will suddenly dart upward. Maybe you take a chance on an overager in a late round and boom, he’s in the league in three years, playing well.
The game tends to do much better on established players, though there are still oddities. For example, in my league the Florida Panthers recently held an emotional jersey retirement for four-time Cup winner, Olympian, Pearson trophy winner, and Hall-of-Famer Olli Jokinen. And Nathan Horton’s got 600 career goals, so I expect to see another ceremony in a few seasons.
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by Bettman's Nightmare on Jan 18, 2011 5:53 PM EST up reply actions
I don’t really agree with these beefs you state regarding the recent NHL games. I’ve played 09 and 11 extensively, and in the GM mode I’ve never built teams by trading for established players – it was always through drafting, etc. I’ve seen numerous jumps in overall rating of 5+ in a season, and a lot of the qualities you speak highly of from the earlier games seem to be well-represented in my experience.
The one major thing that’s a little less-than-realistic (although it has improved signicantly) is trading. The trading up until 11 was insanely easy, and even though they’ve improved it significantly, you can still get away with some fairly ridiculous trades on occasion.
You’ve seen jumps of more than 5? I’ve never seen it, even less a progression of 10 or more. Which players? Did they have to be players generated by the game?
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by Bettman's Nightmare on Jan 16, 2011 5:54 PM EST up reply actions
The one who sticks out to me is Taylor Hall. His progression went something like 75-82-85-89-92. I’ve also seen it with a number of others (a lot of them ones that are generated by the game, but if I recall correctly it happened with Leeland Irving, Ryan Howse and Victor Hedman as well). The lower the rank, the more likely it seems to be to happen: it’s pretty frequent, from what I’ve seen, for a player to make a sizeable jump if they’re in the 60s, for example. Depends a fair bit on how well the team is doing during a season in conjunction with that player’s ‘development curve’ (ie a potential rating of A-, scores a reasonable number of points on a team that wins often).
But to your comment about no jumps above 10, I’d have to agree. I think Hall’s progression was the fastest I’ve seen, although I didn’t exactly keep track of these things in official fashion.
by SmellOfVictory on Jan 17, 2011 2:07 AM EST up reply actions
One thing which I think has been missing is weighting of attributes based on player type. Ovechkin shouldn’t need to be rated as a defensive stud to bring his overall up, instead just give higher weight to ovechkin’s shot skating etc.
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Yeah, and really they have a player-type thing that they’ve already built into the game (“sniper,” “grinder,” etc.), so it’d only be a minor step beyond that. Of course, I have some questions of how they define those categories; it seems like a lot of the lower-rated players default to “grinder.” But I agree.
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by Bettman's Nightmare on Jan 17, 2011 12:34 AM EST up reply actions
You know what really grinds my gears? I’m going to show my age here, but years ago – before the advent of XBOX Live – I would get together on Sunday afternoons with a group of friends and play the NHL series rather religiously in the winter months. We would do a fantasy draft and a dynasty league to kick things. But slowly, EA killed our game. No dynasty leagues… just “season mode”. Boring, but okay. Then, they took away the ability for a human to use an AI-controlled team during a game? WHY? Hmm. Guess we have to either manage 30 teams or settle for a tournament then.
They have invested so much in the online multiplayer but have stripped the game clean of any enjoyment for people that have real-live-in-the-flesh friends to play with. Sad.
On another note… my strategy in the stick/hammer/sniper days was always to build a strong hitting team with good speed and faceoff ability. My team would always be mediocre until playoff time, when over the course of a 7 game series I would slowly eliminate the best players on the opposing team. :)

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